I'm having some issues trying to remove a little graphical issue regarding the TerraTron saw model. I'm planning on using the saw as the model for a unit which is bouncing off of walls. The player is able to set their zoom level, but past a certain level there is a graphical shadow tearing through the terrain which I'm not sure what is causing it.
Some things I've done so far:
I cannot find any other topics with other methods and I'm hoping there is some input on what I may be overlooking. I've even tried raising the model UI to see if it was just too close into the ground but even 1 higher off the ground still has the shadows going weird. I've made a short video showing what I mean to hopefully help explain my situation.
Any help is greatly appreciated!
Under the Models data type the Art: Shadow Radius field?
Tried removing all the other shadow creation events?
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Considered easy altering of the unit textures?
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The Shadow Radius field is set to 0.0, and the only actor events I have left are:
Field Lane Obstacle 1 (Actor)
Event: Events + (UnitBirth.LaneObstacle1|ActorCreation):(|):(Create|SetCastShadows)
SetCastShadows is the form used to turn off the shadow as there is a SetCaseShadows 1, which would enable them. It isn't hard to recreate the issue as I took a basic Zergling unit with no major actor/model changes and just applied the TerraTron saw model and it still had the shadow for him. One weird thing that is noticed is the shadow is always in the top right and also trailing behind it. I'm lost as to what is still dragging it on and don't know of any type of workaround that could do anything.
Maybe experimenting with changing the light source to be directly overhead or something? My only concern with the model is that since it is kind of like a neon model, maybe it is providing light that is causing some kind of issue. I honestly don't know as graphical issues aren't my strong point xD.
My hopes and dreams cannot be crushed ;(. xD. Anyone else have ideas on what may be causing the excess shadows?
Well, even after placing out the SS_TerraTronSaw unit itself and testing, that unit too has the exact same shadow issue. Since I cannot figure this out and there hasn't been any further suggestions I guess I'm stuck. Does anyone know of another model type that is round and could be made somewhat similar?
Such as: Could I take a photon cannon and make it opaque like the saw and have it constantly rotating to seem the same? I'm trying to go through all the animations to see what other units I could consider, but I don't want to salvage that general model approach if possible. I do appreciate the assistance though. I'm fairly confident that the model itself comes with the shadow and since the unit is from the TerraTron arcade where there was no terrain, noticing the shadow was unlikely.
The only map I know that has the saw blades used appropriately is Photon Discs, but even then he seems to have a transparent ground with a black bottom which may be hiding the shadows in some way. ;\.
1. Try making the saw an attachment of a hidden model that does not inherit the shadow?
2. The saw is semi-translucent actually.
3. Use the SOp (Rotator) SOP
4. Use the one mar sara mining crane 2x2 doodad which is the same saw model but opaque and yellow
I've placed down a test unit and using triggers attached the TerraTron saw to it with everything regarding shadows still off. I'm still seeing shadow issues and I'm fairly confident that it is an issue with the model itself.
As for the Mar Sara Mining Crane doodad, it honestly looks better than the TerraTron one and is something I'd prefer to use instead. I don't think I would have came across that doodad as the naming is something I'd overlook and I haven't played Campaign recently to come across one sitting there xD.
My only issue now is that the model itself is tilted and I'm not sure what it takes to get that to be laid out horizontally so that the rotating motion doesn't wobble. I've seen in other threads where you go through things like your windmill doodad and such, but I'm still not sure how I can tilt the actor one way or another to spin evenly like the TerraTron's does.
I found the Site Operator (Rotator) and applied it to the model correctly and know how to speed up the rotation, but the tilting part is the last thing that I'm locked on which seems to be more painful than I'd have hoped.
I set the rate to 360 (may go higher, but I know that's the speed it spins). I set the local axis to 1.0,0.0,1.0 and it has a rotation that seems to be fine, but it's angled kind of like a forward slash ' / '.
I found in another thread the mention about an explicit rotation operator which would be used to tilt it, but getting it to adjust is confusing. How does this operator work and what is the difference/uses between the 'forward' and 'up' section of it. I have all my units aiming 0° and never rotating, and I'm just trying to tilt the actor so that it is horizontal.
The up part determines where the z axis points (up) and the forward turns the unit about the z axis so the negazive y axis faces the offset.
In general you want a 1 in at least one of the up fields to prevent the model fliping if moved at a large angle
Make sure it is set to local.
All numbers are divided so the highest is 1 so 1,2,3 would be 0.33,0.5,1. Just think of it as a vector pointing the thing in that direction.
Try a forward 0,-1,0 and up of -1,0,1.
Well, it seems like I've figured out almost exactly what I needed. It definitely took forever and originally this post was going to be showing pictures of how I was still stuck, but until I set out 4 units at 0°, 90°, 180° and 270° I didn't see it. I still wish Blizzard made it a bit easier as I still feel as though I would never have figured out the Up/Forward information ;0.
I sincerely appreciate your assistance DrSuperEvil with both finding an amazing model and guiding me with the 3D adjustments. Now to just add a glow and tint it possibly to look the way I want it =). Thanks!
Also consider a retexture using the Texture Select By Id method.
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